Front-page [Dev Update] Zelda Wind Waker & Wind Waker HD Switch ports: 60fps, Touchscreen support, Gyro-aiming, huge performance upgrade, etc.

depende3000

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Hey everyone,

Three days ago we released our two native Wind Waker ports for Switch, announced on Reddit (https://www.reddit.com/r/decomps/comments/1x07qo0/our_two_native_zelda_the_wind_waker_ports_for_the/). We've been suggested to post here about it too, since so here I am trying to give you guys an update of what we've been doing.

Here's what's new.

SwitchWakerHD (Wind Waker HD, static recompilation) — v0.4.3

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Github releases: https://github.com/centollOS/SwitchWakerHD/releases

- No overclock needed anymore. The game runs at stock clocks by default (CPU 1020 MHz) at stable frame rate. The 1224 MHz CPU step is still recommended for a more consistent 30 fps in a few demanding areas that can drop to 27fps.

- Experimental 60fps support. Interpolated and real 60fps modes implemented. Not fully tested, so expect the unexpected. Requires OC for a proper experience.

- European version supported. European dumps work in English, European French, German, Italian and European Spanish.

- Black shadows and objects fixed. Fixes graphics compilation issues that caused black shadows on first launch and objects remaining black until a game reboot (Please report if you still encounter shadows and texture issues).

- Improved graphics preparation. On first launch, the game compiles around 75% of its graphics from your own copy (~20 minutes, once). Press B to play while the rest compiles in the background. An experimental option can automate visiting every location.

- Touchscreen support in handled mode. The game now starts in Wii U Gamepad mode but at full resolution, with the HUD and touchscreen controls on one screen. Drag and drop items to Y/X/R, tap the map and bottles, and use Plus/Minus for menus.

- Native Windows builds. Windows 10/11 users can build with devkitPro directly from PowerShell, without Docker or WSL. With your console's `prod.keys`, builds also generate a HOME menu forwarder (.nsp).

- Fully working save-state slots, preserving Link's position, boat and controller mode.

- Rumble support with Joy-cons and compatible controllers.

- Gyro aiming with sensitivity, axis selection and recalibration. with Joy-cons and compatible controllers.

- Run/swim speed mod: 1.25x–4x, off by default.

- Optional 16x anisotropic filtering (might require OC)

- Clear missing-game-files errors and persistent shader cache.

Fixed issues:

- Light artifacts around torches and lamps.
- Black letters in the Rito post office sorting game.
- Tingle's jail quick-door crash and a possible thread hang.
- Master Sword cheat incorrectly affecting story progression.

Known issues:
- Objects may appear late on the first visit to an unprepared location.
- Sun corona and lens flare are missing.
- Lenzo won't accept the love-letter guy's pictograph ([#7](https://github.com/centollOS/SwitchWakerHD/issues/7)).
- Wind sound sometimes missing in Dragon Roost Cavern ([#9](https://github.com/centollOS/SwitchWakerHD/issues/9)).
- Some users report crashes after returning from the HOME menu. If affected, please share the latest log from `/switch/wwhd/logs/` in a GitHub issue.

SwitchWaker, 60 FPS and much more! (GameCube, decompilation) — v0.3.0

Github releases: https://github.com/centollOS/SwitchWaker/releases

Ready-to-use download. No build or PC needed. The NRO reads and validates your own `GZLE01.iso` from the SD card. Copy the Switch folder and ISO to your console, even over FTP.

Experimental 60 fps mode. Enable it under Options > Performance. Game logic remains at 30 fps, with intermediate frames interpolated. Handheld performance holds 60 fps in most areas; docked at 1080p, the GPU can't sustain it consistently. Off by default.

60fps gameplay here:


New deko3d renderer. Replaces OpenGL, reducing CPU time per frame by roughly 90%. Shaders are prebuilt, cutting first launch from 8–10 minutes to seconds. Docked output is now 1920×1080 by default, with sharper internal resolution.

Two optional settings (off by default): Camera shake removal and heat haze removal.

Fixed:
- Bow arrows not flying.
- Temporary full-screen graphical corruption.
- Boomerang-related crashes and a Forbidden Woods crash.
- Crash after taking many Picto Box photos.
- Rumble persisting after opening options.
- Crash when warping to Ganon's Tower from the debug menu.
- Default settings now disable the FPS counter and performance logging, and leave USB available for SysDVR.

Known issues:
- Depth of field and sun glare are missing; some V1 docked glitches remain ([#2](https://github.com/centollOS/SwitchWaker/issues/2)).
- USA disc only; English only.

What's next

Our priority is fixing reported bugs, especially those that break playthroughs. We're also keeping SwitchWakerHD synced with upstream ZeldaWWHDRecomp while maintaining separate Switch-specific code for easier updates.

Thank you

To fleeraimusic and the ZeldaWWHDRecomp contributors: we've merged upstream releases v0.2.3–v0.2.11, bringing European support, mod manager updates, fan translations as content mods, speed options, cheat fixes and more. SwitchWakerHD builds on their excellent work.

To the projects behind SwitchWaker: elliotttate's Wind-Waker-Recomp, zeldaret's decompilation, the snrubrm/tww fork, encounter's Aurora, Dusklight, Dolphin, Cemu, deko3d, devkitPro/libnx and Mesa.

To our new contributors: digdat0 for native Windows builds and forwarder support, and l0nkDev for the single-screen GamePad experience.

And to everyone testing and reporting bugs and everyone else who shared videos, screenshots, logs and feedback.

We're just two friends working on this in our free time. Every report helps!

As always, you need your own legally dumped game copy; no game files are included. Please don't share HD builds, as they contain code generated from your disc.

Feedback and bug reports are welcome in the comments or on GitHub. Enjoy!

- SwitchWakerHD: https://github.com/centollOS/SwitchWakerHD
- SwitchWaker: https://github.com/centollOS/SwitchWaker
 
Last edited by depende3000,
The HD version is running like a dream! I can't tank you enough for this amazing port. :bow:
Love to hear that is running great for so many people! I know I'm one the two devs behind this, but I am also really happy to play Wind Waker on my Switch myself :yayswitch: So yeah its so cool to know people are also enjoying it

BTW we are pushing lot's of small improvements and fixes, will update the thread this week with more new stuff :)
 
Haven't tried SwitchwakerHD since the install is a bit annoying on a mac. But the non HD Switchwaker runs great! Where do HD textures need to be saved in order for the game to recognize them?
 
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I tested the 60 FPS mode and needs heavy OC for mostly stable FPS, currently running at 2295/1036/2208 on my v1 Switch on 60fps interpolation mode, in true 60fps the game runs well but Link is like constantly twitching.
 
I love wind waker, one of the things i disliked in the HD port was the new 3d look. What should i play on switch them? Is there a grafic fix for the HD version or should i played the GameCube one?
 
How is the visual accuracy compared to original hardware? When it comes to these ports, vibe-coded or not, that is kinda the most important aspect.
 
I love wind waker, one of the things i disliked in the HD port was the new 3d look. What should i play on switch them? Is there a grafic fix for the HD version or should i played the GameCube one?
If you are reffering to the "bloom" effect that the HD version has, you can disable it on this port, though if you prefer the shadows and overall look of the original the port has ways to change the saturation, contrast, brightness and gamma to get a look closer to the original. Although the HD version has revamped shadows, while the original doesn't so the difference will always be noticeable.
 
stupid question, but decompilation mean a android native build could be possible, right ?
If it's fully decompiled, that would mean that the source code for the whole game is available, so yea, Android port is very much possible. Someone has to do the work tho.
 

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